;   Civilopedia Text for El Aurens
;   Copyright (c) 2004 by Dave Wylie
;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=660
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^
^Allows RE/Works Coy units to construct fieldworks ().
^Creates an army of Bedouins and Ibn Hussein units.
^Allows RE/Works Coy units to build Std Gge Railways.
^Allows RE/Works Coy units to cultivate farmland.
^Increases the effect of Masjids.
^Increases the effect of Native Administrators.
^Adds 50 points to your score.
^Increases ship movement rates by one.
^Improves convoy speed by 25%.
^Free additional request from W.O. when granted.
^Decreases the effect of Masjids.
^Cancels the effect of


@PEDIAPICKUNIT
@width=660
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^ Sees 2 spaces away............................
^ Ignores enemy ZoC...........................
^ Naval Landing Party.........................
^ Hidden...............................................
^ Can attack aircraft in flight..............
^ Lost if ends turn away from land.....
^ Ignores Kasr......................................
^ Forward Airstrip...............................
^ Smuggler (Para)...................................
^ All squares cost 1/9mf.......................
^ DF 1.5 vs Irregulars (mf=2, hp=1)...
^ Free support under the Caliph.........
^ Consumed by attacking.....................
^ DF 3 vs Allied air...........................  DF 5 vs Turk air units....................
^ Can spot adjacent enemy minefields


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=660
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;General Headquarters = Palace
@PEDIAIMPROVE1
[ Palace ]
 Reduces corruption in the host city. 

@;Repl Draft Camp = Barracks
@PEDIAIMPROVE2
[ Barracks ]
 Cannot be built ..
 Created in Cairo when the first British
Base Dept is completed .
 Completely restores ground units in 1 turn 

@;Artesian Wells = Granary
@PEDIAIMPROVE3
[ Granary ]
 Cannot be built ..
  of city's food storage is retained when 
city increases in size 

@;Zawiya = Temple
@PEDIAIMPROVE4
[ Temple ]
 Cannot be built by the Allies .
 Two malcontents are made content 
in Sanussi cities ...  
 No effect in Allied cities 

@;Souk = Marketplace
@PEDIAIMPROVE5
[ Marketplace ]
 Increases tax && civil goods production by 50%.

@;Arab Bureau Liaison = Library
@PEDIAIMPROVE6
[ Library ]
 Increases reinforcement rate by 50%.

@;Native Court = Courthouse
@PEDIAIMPROVE7
[ Courthouse ]
 Decreases corruption by 50%   
Corruption in the British Empire is 
typically 30-40% without it 

@;Kasr = City Walls 
@PEDIAIMPROVE8
[ City Walls ]
 Defence of ground units in city is TRIPLED against most ground attacks.

@;Public Water Wks [4] = Aqueduct
@PEDIAIMPROVE9
[ Aqueduct ]
 Allows city to increase beyond size &4.

@;Revenue Office = Bank
@PEDIAIMPROVE10
[ Bank ]
 Cannot be built ..
 Increases tax && civil goods output by an additional 50% (cumulative with Souk).  

@;Masjid = Cathedral
@PEDIAIMPROVE11
[ Cathedral ]
 Makes 4 unhappy citizens content 
 No effect in Allied cities 

@;Oriental Secretary = University
@PEDIAIMPROVE12
[ University ]
 Cannot be built ..
 Increases reinforcement rate by an 
additional 50%  
 Cumulative with Arab Bureau Liaison

@;Police Commandant = Mass Transit
@PEDIAIMPROVE13
[ Mass Transit ]
 Cannot be built ..
 Lowers risk of sabotage in Cairo and 
Alexandria only (population-triggered)

@;Native Administrator = Colosseum
@PEDIAIMPROVE14
[ Colosseum ]
 Cannot be built ..
 Makes 3 unhappy citizens content 
 Four in Allied cities ..        

@;Military Labour Bureau = Factory
@PEDIAIMPROVE15
[ Factory ]
 Increases pickaxe production in city by 50%.                                                           

@;ASC MT Workshop = Manufacturing Plant
@PEDIAIMPROVE16
[ Manufacturing Plant ]
 Increases 'pickaxe' production by an 
additional 50% 
 Cumulative with Military Labour 
Bureau, British/Indian/ANZAC/Egyptian 
Base Dept, and ASC MT Workshop 
 When first completed, W.O. transfers 1 Ford Lt Cars to EEF.

@;Heavy AA Bty, RA = SDI Defense
@PEDIAIMPROVE17
[ SDI Defense ]
 Defence is DOUBLED against Ottoman air units.

@;Provost Cps Det = Recycling Center
@PEDIAIMPROVE18
[ Recycling Center ]
 Lowers risk of sabotage (production-triggered)

@;Indian Base Depot = Power Plant
@PEDIAIMPROVE19
[ Power Plant ]
 Increases Military Labour Bureau
output by 50% 
 Built in Port Said ..
 Upon completion: 
1. IEF E is withdrawn 
2. IS Cav Bde arrives .

@;ANZAC Base Dept = Hydro Plant
@PEDIAIMPROVE20
[ Hydro Plant ]
 Increases Military Labour Bureau
output by 50% 
 Built in Kantara 
 Upon completion, W.O. transfers 1 Light Horse to EEF.

@;Egyptian Base Depot = Nuclear Plant
@PEDIAIMPROVE21
[ Nuclear Plant ]
 Increases Military Labour Bureau
output by 50% 
 When host city revolts, the insurrection 
is accompanied by multiple acts of 
sabotage ..
 Upon completion, Southern Force 
mobilises .

@;Anglo-Palestine C& = Stock Exchange
@PEDIAIMPROVE22
[ Stock Exchange ]
 Increases tax && civil goods production 
by an additional 50% ..
 Cumulative with Souk .

@;Barrage Works [>4] = Sewer System
@PEDIAIMPROVE23
[ Sewer System ]
 Allows city to grow beyond size &8.  

@;Irrig Wks Project = Supermarket
@PEDIAIMPROVE24  
[ Supermarket ]
 Central city square of host city produces 
one more food bushel ..
 Allows squares in the city's radius with 
the "Maquis" improvement (2 irrigated) 
to produce 50% more food.  Maquis only 
grows in a few hills of the Levant, Hejaz, 
and Sudan .

@;Marshalling Yard = Superhighways
@PEDIAIMPROVE25
[ Superhighways ]
 All squares in the city's radius with Light Rwy or Std Gge Rwy produce 50% more trade.  

@;Nabatean Ruins = Research Lab
@PEDIAIMPROVE26
[ Research Lab ]
 Cannot be built ..
 For historical interest only 
 Present in Akaba, Guweira, Tebuk, 
and Medain Saleh ..

@;FlaK Regt = SAM battery
@PEDIAIMPROVE27
[ SAM Battery ]
 Cannot be built by Allies ..
 Occasionally captured intact by Allies ..
 Defence is DOUBLED against air units

@;Coastal Bty = Coastal Fortress
@PEDIAIMPROVE28
[ Coastal Fortress ]
 Defence of ground units is DOUBLED 
against naval attack .

@;British Base Dept = Solar Plant
@PEDIAIMPROVE29
[ Solar Plant ]
 Increases Military Labour Bureau
output by 50% 
 Eliminates production-triggered 
sabotage ..
 When first completed, W.O. transfers 42nd && 52nd Territorial Divisions to EEF

@;Harbour = Harbor
@PEDIAIMPROVE30 
[ Harbor ]
 All ocean squares in the city's radius 
produce one extra unit of food 

@;Merchant Marine Docks = Offshore Platform
@PEDIAIMPROVE31
[ Offshore Platform ]
 Cannot be built ..
 All ocean squares in the city's radius 
produce one more 'pickaxe' .

@;Port of Transit = Airport
@PEDIAIMPROVE32
[ Airport ]
 Cannot be built ..
 Units can be 'shipped' between any two 
Ports of Transit 
 This redeployment is subject to 
interception by U-Boat  
 Any air unit spending its entire turn in 
the city is completely repaired .

@;Hijra = Police Station
@PEDIAIMPROVE33
[ Police Station ]
 Cannot be built by Allies ..
 Decreases unhappiness caused by 
troops away from city by 1 

@;Naval Docks = Port Facility
@PEDIAIMPROVE34
[ Port Facility ]
 Cannot be built ..
 Present in Alexandria and Port Said ..
 Any ship spending its entire turn in the 
city is completely repaired 

@;Thos Cook && Son Ltd = Transporter
@PEDIAIMPROVE35
[ Transporter ]
 Links Wadi Halfa and Khartoum by Nile 
Steamer (intermap movement)

@;Labour Cps Coy = SS Structural
@PEDIAIMPROVE36
[ SS Structural ]
 29 must be completed to support 1918 offensive in France 

@;Labour Cps Dbl Coy = SS Component
@PEDIAIMPROVE37
[ SS Component ]
 Cannot be built ..
 6 Present at start 
 8 are mobilised when WO grants WF 
Withdrawal Order 
 14 must be completed to support 1918 
offensive in France 

@;Esort Flotilla = SS Module
@PEDIAIMPROVE38
[ SS Module ]
 3 must be completed to support 1918 offensive in France
 2 are completed when WO grants request for IJN Med Sqn
 1 is built in "Convoy Section" (requires )

@;Crop Ctrl Commission [] = Capitalization
@PEDIAIMPROVE39
[ Capitalization ]
Converts production into trade.

@;Yildirim OG GK = Pyramids
@PEDIAIMPROVE40
[ Pyramids ]
 Gains victory points.

@;Hussein-McMahon Letters = Hanging Gardens
@PEDIAIMPROVE41
[ Hanging Gardens ]
 One extra happy citizen in every city.     
 Enables request for Arab Revolt.

@;Suez Canal Company = Colossus
@PEDIAIMPROVE42
[ Colossus ]
 City produces one extra trade arrow in each square that already produces one.    
 Present at start in Cairo.

@;POW Camp = Lighthouse
@PEDIAIMPROVE43
[ Lighthouse ]
 Built in the Sanussi city of Bir Hakim.    

@;Adv Ordnance Stores = Great Library
@PEDIAIMPROVE44
[ Great Library ]
 Upon completion, the W.O. transfers 4 Siege Arty to the EEF.  

@;Sayyid Ahmed = Oracle
@PEDIAIMPROVE45
[ Oracle ]
 Doubles the effect of all Zawaya.           
 Present at start in the Sanussi oasis of Jaghbub.

@;Sayyid Idris = Great Wall
@PEDIAIMPROVE46
[ Great Wall ]
 All cities have City Defenses.                 
 Present at start in the Sanussi oasis of Zerzura.

@;Mehmetik's Morale = Sun Tzu's War Academy
@PEDIAIMPROVE47
[ Sun Tzu's War Academy ]
 All new ground units built as Veterans. 
 Any combat victor gains Veteran status.  
 Present at start in Jerusalem.

@;ASC Artillery Park = King Richard's Crusade
@PEDIAIMPROVE48
[ King Richard's Crusade ]
 Every square in the city's radius 
 produces an extra 'pick-axe' 
 Upon completion, W.O. transfers 4 Siege Arty to the EEF.

@;Iraki Oilfields = Marco Polo's Embassy
@PEDIAIMPROVE49
[ Marco Polo's Embassy ]
 Gains victory points.

@;El Ka'aba = Michelangelo's Chapel
@PEDIAIMPROVE50
[ Michelangelo's Chapel ]
 Counts as a Masjid in all your cities.

@;Commissioner of Egypt = Copernicus' Observatory 
@PEDIAIMPROVE51
[ Copernicus' Observatory ]
 Doubles reinforcement rate of city.

@;Palestine Bde HQ = Magellan's Expedition
@PEDIAIMPROVE52
[ Magellan's Expedition ]
 Upon completion, 2 Recce Bomber, 1 Scout Fighter are transferred to the EEF; 1 Recce, 1 RFC Flight are withdrawn.

@;Camel Transport Dept = Shakespeare's Theatre
@PEDIAIMPROVE53
[ Shakespeare's Theatre ]
 All unhappy citizens in city are content.  
 Enables request for Imperial Camel Cps

@;War Office = Da Vinci's Workshop
@PEDIAIMPROVE54
[ Da Vinci's Workshop ]
 Territorials  Infantry (1917), Trench Mortars  IA Recruits  IA Regulars, EEF Reconstruction  Camel Cps Bn  Camel Cps Bde, Imperial Camel Cps  Camel Cps Bde  Light Horse, 5th Lt Horse Bde  Recce  Scout Fighter, Palestine Bde HQ  Bribed Mtd Infantry  Arab Regs, An Arab Revolt

@;Port of Akaba = J.S. Bach's Cathedral
@PEDIAIMPROVE55
[ J.S. Bach's Cathedral ]
 Decreases unhappy citizens by 2 per city.  

@;Sykes-Picot Agreement = Isaac Newton's College
@PEDIAIMPROVE56
[ Isaac Newton's College ]
 Increases reinforcement rate in the city by 50%.                                                     
 Delayed trigger for 3 Tirailleurs).

@;Colonial Office = Adam Smith's Trading Co.
@PEDIAIMPROVE57
[ Adam Smith's Trading Co. ]
 Pays the maintenance for all city improvements that ordinarily cost 1,000 per turn.                                                     
 City improvements with higher maintenance costs are not affected.          
 Present at start in Cairo

@;EEF Reorganization = Darwin's Voyage
@PEDIAIMPROVE58
[ Darwin's Voyage ]
 W.O. grants two requests immediately.

@;Mudros Armistice = The Statue of Liberty
@PEDIAIMPROVE59
[ Statue of Liberty ]
 Gains victory points.

@;Bulgarian Armistice = The Eiffel Tower
@PEDIAIMPROVE60
[ Eiffel Tower ]
 Improves the Ottomans' disposition toward surrender.

@;Balfour Declaration = Women's Suffrage
@PEDIAIMPROVE61
[ Women's Suffrage ]
 Required to create Jewish Legion.         
 Acts as a Police Station in all cities (Decreases unhappiness caused by troops away from city by 1).  

@;German Military Mission = Hoover Dam
@PEDIAIMPROVE62
[ Hoover Dam ]
 Increases 'pickaxe' production in every city by 50% . 
 Present in Aleppo at start.  

@;O.E.T.A. (East) = Manhattan Project
@PEDIAIMPROVE63
[ Manhattan Project ]
 Gains victory points.

@;German Armistice = United Nations
@PEDIAIMPROVE64
[ United Nations ]
 Can be built after Damascus is captured.          
 Turks will negotiate for peace.

@;Sultan 'ali Dinar = Apollo Program
@PEDIAIMPROVE65
[ Apollo Program ]
 Gains victory points.

@;Indian Office = SETI Program
@PEDIAIMPROVE66
[ SETI Program ]
 Doubles the reinforcement rate.             
 Present at start in Cairo.

@;Dome of the Rock = Cure for Cancer
@PEDIAIMPROVE67
[ Cure for Cancer ]
 One extra happy citizen in each city.       
 Present at start in Jerusalem.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
Can't change government.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Tribalism.
(Anarchy)

Tribalism represents not so much a government type as the lack of any stable government. Tribalism occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Tribalism, you will be able to reconstitute your government.
^
Tribalism is similar to Sheikdom, except that the corruption rate is VERY HIGH (see entry for Sheikdom).  However, no taxes are collected during a period of Tribalism, and no scientific research is conducted.
 
@PEDIAGOVT1
@width=600
@title=Civilization Government: Sheikdom
(Despotism)

^UNIT SUPPORT
Each unit above the city size costs one pickaxe per turn.
RE/Works Coy units eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content citizen.
^
^CORRUPTION AND WASTE
Sheikdom has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Sheikdom, none of the science/tax/civil goods rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES ONE LESS.
^

@PEDIAGOVT2
@width=600
@title=Civilization Government: Emirate
(Monarchy)

^UNIT SUPPORT
Each unit beyond the third costs one pickaxe per turn.
RE/Works Coy units eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Emirate has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under an Emirate, none of the science/tax/civil goods rates may
be set higher than 70%.
^

@PEDIAGOVT3
@width=600
@title=Civilization Government: Empire
(Communism)

^UNIT SUPPORT
Each unit beyond the third costs one pickaxe per turn.
RE/Works Coy units eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
To reflect resentment of British rule, Empire (Communism) has the equivalent to a palace distance of 80.  This causes ~20% waste without a local Nazir.
^
^SPECIAL
All Camel Scouts and Lt Car Patrols units produced under imperial governments are given VETERAN status.  Under Empire, none of the science/tax/civil goods rates may be set higher than 80%.
^

@PEDIAGOVT4
@width=600
@title=Civilization Government: Caliphate
(Fundamentalism)

^UNIT SUPPORT
Can support up to EIGHT units for free; additional
units cost one pickaxe each.  ONLY the Caliphate may produce JANDARMA units.
^
^HAPPINESS
Under the Caliphate, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
The Caliphate has a LOW rate of corruption.
However, the Caliphate has the special disadvantage that
all Military Intelligence is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Masjids, etc.) produce "tithes" equal to the number of citizens they would otherwise convert.  They also require no maintenance.  Under the Caliphate, none of the reinforcement rate/tax/civil goods rates may be set higher than 80%.
^

@PEDIAGOVT5
@width=600
@title=Civilization Government: Theocracy
(Republic)

^UNIT SUPPORT
Each unit costs one pickaxe per turn.  RE/Works Coy units eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly city (or a Fieldworks [] within 3 spaces of a friendly city) causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Theocracy has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Theocracy, each square which ordinarily produces at least one unit of trade produces an extra unit.
None of the Military Intelligence/Tax/Civil Goods rates may be set higher than 80%.
^

@PEDIAGOVT6
@width=600
@title=Civilization Government: The Laws of Nature
(Democracy)

^UNIT SUPPORT
Each unit costs one pickaxe per turn.  RE/Works Coy units eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly city (or a Fieldworks [] within 3 spaces of a friendly city) causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Laws of Nature experience NO corruption or waste.
^
^SPECIAL
Under a The Laws of Nature, each square which ordinarily produces at least one unit of trade produces an extra unit.  The units and cities of a The Laws of Nature are immune to BRIBERY of all forms.  The Military Intelligence/Tax/Civil Goods rates may be set to any level
desired.
^

@;This line must remain at the end of this file!
